I have not been deliberately neglecting the blog, it's just that other things have interested me more than D&D lately. If I'm going to provide players with a decent experience, however, I'll have to start doing some preparation instead of simply pulling things out of my arse the way I did last time we played. Mostly I've been engaged in paying my debt to society, and the primary means by which I accomplish this is coordinating
part of the English program at a certain tertiary institution. One ongoing
point of contention between the other parties involved in this process is the
division of students into sections, or classes, according to ‘level’. The
problem with attempting such a division is that we don’t have a large enough student
body to divide anything but the most extreme outliers in any statistically
meaningful way; that is to say, excluding a few students in the ‘highest’ group
and a few students in the ‘lowest’ group, the overall performance each group
isn’t much different.
So it
is with ability scores in D&D: Without intimate knowledge of the way these scores are distributed among either the general population of the fantasy world or their analogs to capacities in the real world, we end up with a very faulty sense of comparison.
It
seems I didn’t make it clear last time that distribution of any ability score
through a population is represented by a bell
curve. The majority of the population will be in the first standard
deviation by definition. If the range
of ability scores is taken to be between generally 3 and 18 with 10 being
the median, more than half of character scores will cluster between 8 and 12. (Bear in mind, however, that this median of 10 is not the mean or average for the population. More on that later.)
A
number of points were raised at the session where the issue was first raised.
First was the claim that advances in modern medicine have raised our overall
health in such a way that the players present should have CON scores higher
than average for a medieval or ancient world. I countered that in fact medicine
has saved the lives of a large number of individuals who would not have
survived to pass on their genes and reduce the overall CON of the population.
The same goes for STR—few of us use it nowadays, preferring machines to do our
heavy work, kill our food, and transport us long distances—we as players simply
don’t, generally speaking, have the physical fortitude to withstand the rigours
of premodern life.
I do,
however, consider the innumerable maladies and lack of proper nutrients
suffered by say, medieval peasants, and I roll their scores with a simple 2d6.
In a feudal society, these make up the majority of the population. But this is not the stock from which player
characters are drawn. Normal members of the well-fed, educated class into
which PCs are generally born receive all stats on 3d6. Where access to
information is severely limited and farming methods produce a three- to
six-fold yield on seeds at best, this is generous. PCs themselves are yet above
this still—they get 4d6, being
allowed to discard the lowest die.
By this
method, it is more likely than unlikely that every PC will fall in the third standard deviation on at least one stat, and usually more than one. In other words, PCs are by far among the best specimens of
humanity.
Furthermore,
players are allowed to allocate the final six numbers as they choose, in order to customise their characters. I have even been known to allow them to wheedle me into a point or two
distributed differently because, for the sake of the game, I really want them
to be happy with the characters they create. I want them to be attached and
invest, caring about the characters advancement in order to be
engrossed in the game.
A bit of personal history here. The
first time in my life I rolled a D&D character, I was 12 years old and the
DM was 11. Stubborn and high-handed as children that age can be, especially
when they have a chance for some authority over someone slightly older, this DM
was firm in the method he established for rolling characters: The six stats
were generated in order, STR first,
then INT, etc., each by 3d6. When it came time to roll my character’s CHA score
and it came up a trio of ones, the DM said, without a trace of sympathy, ‘Rather
repulsive, isn’t he?’
Now, we
only played for about a year, during which I had only a smattering of poorly-executed
and generally unsatisfying experiences in that campaign before rediscovering D&D
in adulthood, but by the time I took over the role of DM for my current
campaign I had already determined not to be that
much of a dick.
The
leeway my method allows for PCs superior to 95% of the human race. But since it
seems really hard for some players to grok the deal they’re getting, I’ll have
to provide some illustrative graphs.
Let me
take a few seconds and roll up a stereotypical medieval peasant with 2d6. I
toss my pair of dice six times and get the following numbers: 6, 4, 4, 3, 8, 8.
Conceiving my peasant as a raggedy ploughman living in a squalid hut away from
any opportunity to eat much or learn much, I arrange the scores thus:
STR 8
INT 6
WIS 4
CON 8
CHA 3
DEX 4
He’s
stronger and hardier than he is anything else, because his life depends on
ploughing and he damned sure has to push that plough. As he lives on beans and
peas, cabbage and watery ale, and is always a few calories away from
starvation, he can’t bring his STR or CON higher than 8, and constant worry
about survival has not given him much room for intellectual curiosity or any
opportunities to make use of dexterity. As far as charm goes, the local gene pool is
shallow and our man’s face shows it; besides, as his behaviour is a collection
of nose-picking, farting, and poorly-articulated thoughts uttered in a cloud of
halitosis through a mouthful of rotten and mangled teeth, his CHA score is lowest
of all.
Now
let’s move up an echelon and look at the ‘middle class’.
This is
the stock whence most PCs come. Although they are a smaller demographic
relative to the total population, their scores cluster around 10 because 10 is
designated in the core rule books as average for adventurers. It is considered to be the median: While it is in the middle of the number set, it is far above the starving peasantry. The creators of
the game had certain basic abilities in mind, such as average IQ being 100, an
adventurer’s backpack being of a weight that a STR of 10 would allow him not to be encumbered by it, and so on. Among this demographic there are very few outliers
of 3 or 18 on any score, so that any individual with either a very high or very
low score is remarkable for it. The reason we have scores for, say, STR on
parameters of 3 to 18 is to account for nearly-lame potential mages on one end
and Conan the Barbarian on the other. There is a big jump from one point to the
next. In IQ testing, 15 points is a standard deviation, and a difference
between two individuals a standard deviation apart is often quite noticeable.
Likewise differences in one point in any of the other five ability scores.
To
illustrate, I generate two characters who could potentially become
adventurers in a medieval English setting. Rather than rolling dice, these characters are generated
automatically with set numbers one standard deviation apart: Rounding up, this equals two points of difference.
Adam the Average has a 10 for each of his ability scores. His
pack weighs less than 40 lbs. With average intelligence, he speaks only his
native English, but he is trying hard to learn French because it would help him
advance in the world. He is neither particularly wise nor dexterous, but
neither is he a fool or a klutz. He has been fairly frugal and has worked hard,
and has saved himself just enough to buy a decent sword and tent to start off
on his trek. Since he was reasonably well-liked in his community, his friends
and relatives might have given him a bit extra and helped advise him on other
essentials he might need, like a whetstone and oiled scabbard, and a carpet for
his tent. His chances of success on his adventures are moderate. After all,
with 5 HP (half of CON), two median-damage stabs with a sword will do him in.
Stephen the Superior, on the other hand, has a 12 for each of his
scores. His pack is still comfortable at 45 lbs., and he can carry 25 lbs. more over his head than Adam can. With
an IQ of 120, he is well in the ‘exceptional’ range, and is fluent in English,
French, and Catalan. He can read difficult texts and write articulately—and
probably, with a CHA of 12, somewhat persuasively as well. His reputation is
good, and by a combination of his popularity and finesse with his shrewd
management skills, he has enough to buy a good
sword, as well as a decent bow and several other accouterments, and he
knows how to put them to good use. He has 6 HP, which means that the two
hypothetical median-damage sword stabs that would certainly kill Adam would
leave Stephen bleeding and in pain, but alive.
While
any character can become a fighter so long as he has a STR of 9, he will be at
a significant disadvantage in combat even against Adam the Average. When all ability
checks are made against a d20, a difference of one point puts a 5% chance
between success and failure. At two STR points lower than Stephen the Superior, Adam the Average is not
‘slightly weaker’. He is catastrophically
weaker.
Strength
differences appear as follows.
Adventurer stock strength distribution.
In
ancient Greece, where our campaign takes place, a man of Conan’s strength is
already extremely rare, existing perhaps once in several thousand individuals. I
don’t have the data handy for distribution in our modern, mostly sedentary,
society, but I’m persuaded that the median clusters closer to 5 than to 10,
with a man of Conan’s strength being found singularly in closer to a million
individuals. Extreme outliers, while they do exist, would be almost invisible
on a chart of this type; men like Brian Shaw and Žydrūnas Savickas are world famous precisely because only a handful of them exist in a population of several billion. They represent STR of perhaps 18/00, the highest theoretically possible for a human being.
Intelligence,
however, ostensibly remains constant throughout history; probably because IQ tests, whatever they measure, must be adjusted periodically as the general population gets better at taking tests. Regardless of which explanation you like
to attach to the Flynn effect, though, average IQ is 100 by definition.
Numerous
websites claim IQs well off the chart for famous people—220 for Isaac Newton
and Leonardo da Vinci, for example—but these are conjecture as these people
died long before testing, but such claims reinforce that these individuals were
clearly extreme outliers. The same standards apply to every score—including
CHA, with the far left representing most lepers, through plain folks in the middle and extending through actors to politicians to world leaders.
Charisma distribution.
With CHA of 4, the character draws taunts and abuse wherever he goes, and is shunned by society. People who come across as cold or 'standoffish' would represent the charismatic equivalent of dull normal. Adam the Average has an ordinary number of friends and gets along with half of the people he meets. Stephen the Superior has lots of friends and gets along with most of the people he meets. The fictional character of Don Juan has enough charm--or knack for manipulation, depending on your politics--to bed nearly any lady he desires; he could amass a handful of henchmen if he chose, but he prefers so substitute romance, with six love affairs at once being analogous. (The Players's Handbook gives a maximum number of six henchmen for a CHA of 14.) I hope I don't have to fill in all the spaces between Don Juan and Napoleon to make my point clear. Napoleon had a core of dedicated henchmen through which, in combination with military might, he managed ultimately to rule over several million people.
So when I hear, ‘My character is worse than I am in real life’, it sounds like someone who has only been in a rickshaw saying, ‘Man, that Ferrari you gave me is slower than my legs’.
Edit: It turns out transparent .gifs don't show up so well on Blogger. If their illegibility fails to make my point, I'll fix them later.
Edit: It turns out transparent .gifs don't show up so well on Blogger. If their illegibility fails to make my point, I'll fix them later.
This was enlightening. Thanks for taking the time to put this into perspective like that. I think the key thing (or at least what I hadn't really thought of) is that the scale goes from one extreme to the next in such a way that the space between the points is rather large. That is, a 10 and 11 being very different, even though at first glance it doesn't feel that way.
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